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remove old app

David Rose 21 years ago
parent
commit
a0482c947f
1 changed files with 0 additions and 463 deletions
  1. 0 463
      panda/src/testbed/panda.cxx

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panda/src/testbed/panda.cxx

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-// Filename: panda.cxx
-// Created by:  
-//
-////////////////////////////////////////////////////////////////////
-//
-// PANDA 3D SOFTWARE
-// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
-//
-// All use of this software is subject to the terms of the Panda 3d
-// Software license.  You should have received a copy of this license
-// along with this source code; you will also find a current copy of
-// the license at http://etc.cmu.edu/panda3d/docs/license/ .
-//
-// To contact the maintainers of this program write to
-// [email protected] .
-//
-////////////////////////////////////////////////////////////////////
-
-#include "pandabase.h"
-#include "framework.h"
-#include "eventHandler.h"
-#include "chancfg.h"
-#include "lightTransition.h"
-#include "transformTransition.h"
-#include "get_rel_pos.h"
-#include "directionalLight.h"
-#include "renderRelation.h"
-#include "frustum.h"
-#include "perspectiveLens.h"
-#include "shaderTransition.h"
-#include "texture.h"
-#include "texturePool.h"
-#include "spotlight.h"
-#include "pt_Node.h"
-#include "pt_NamedNode.h"
-#include "loader.h"
-#include "auto_bind.h"
-#include "animControlCollection.h"
-#include "trackball.h"
-#include "planarSlider.h"
-#include "transform2sg.h"
-#include "projtexShader.h"
-#include "spotlightShader.h"
-#include "projtexShadower.h"
-#include "spheretexHighlighter.h"
-#include "spheretexReflector.h"
-#include "plane.h"
-#include "planeNode.h"
-#include "planarReflector.h"
-#include "outlineShader.h"
-#include "geomLine.h"
-#include "look_at.h"
-#include "geomNode.h"
-
-//From framework
-extern PT(GeomNode) geomnode;
-extern RenderRelation* first_arc;
-extern Loader loader;
-
-PT_NamedNode panda;
-PT_NamedNode ball;
-PT_NamedNode room;
-PT_NamedNode hide_ball;
-PT_NamedNode camera_model;
-
-PT(RenderRelation) panda_arc;
-PT(RenderRelation) panda_rot_arc;
-PT(RenderRelation) room_arc;
-PT(RenderRelation) ball_arc;
-PT(RenderRelation) hide_ball_arc;
-
-bool follow_ball;
-PT(PlanarSlider) ball_slider;
-
-PT(LensNode) tex_proj;
-PT(ProjtexShader) proj_shader;
-PT(GeomNode) proj_geom_node;
-PT(Trackball) tex_proj_trackball;
-PT(SpotlightShader) spot_shader;
-PT_NamedNode spot_shaft;
-PT(Spotlight) tex_proj_spot;
-PT(Trackball) tex_spot_trackball;
-PT(ProjtexShadower) proj_shadow;
-PT(SpheretexHighlighter) highlight;
-PT(SpheretexShader) spheretex;
-PT(SpheretexReflector) sreflect;
-PT(PlanarReflector) preflect;
-PT(OutlineShader) outline_shader;
-
-void panda_overrides_func(ChanCfgOverrides& override, std::string&) {
-  override.setField(ChanCfgOverrides::Mask,
-                   ((unsigned int)(W_DOUBLE|W_DEPTH|W_MULTISAMPLE|W_STENCIL)));
-  override.setField(ChanCfgOverrides::Title, "Panda Demo");
-}
-
-void panda_idle(void) {
-  static const double walk_speed = 4.0;  // feet per second
-  if (follow_ball) {
-    LPoint3f bp = get_rel_pos(ball, panda);
-    LVector2f bv2(bp[0], bp[1]);
-    float dist = length(bv2);
-    if (dist > 0.0001) {
-      LMatrix4f mat;
-      look_at(mat, LPoint3f(-bp[0], -bp[1], 0.));
-      panda_rot_arc->set_transition(new TransformTransition(mat));
-
-      float stride = walk_speed * ClockObject::get_global_clock()->get_dt();
-      if (dist > stride) {
-        LVector2f step = bv2 / dist * stride;
-        const TransformTransition *tt;
-        if (!get_transition_into(tt, panda_arc)) {
-          panda_arc->set_transition
-            (new TransformTransition
-             (LMatrix4f::translate_mat(step[0], step[1], 0.)));
-        } else {
-          LMatrix4f mat = tt->get_matrix();
-          mat(3, 0) += step[0];
-          mat(3, 1) += step[1];
-          panda_arc->set_transition(new TransformTransition(mat));
-        }
-      }
-    }
-  }
-}
-
-void event_p(CPT_Event) {
-  static bool projtex_mode = false;
-
-  projtex_mode = !projtex_mode;
-  if (!projtex_mode) {
-    // disable the projtex shader
-    clear_shader(room_arc, proj_shader);
-    clear_shader(panda_arc, proj_shader);
-    clear_shader(ball_arc, proj_shader);
-
-    set_alt_trackball((Node*)0L);
-    remove_child(tex_proj, proj_geom_node, RenderRelation::get_class_type());
-  } else {
-    // enable the projtex shader
-    set_shader(room_arc, proj_shader);
-    set_shader(panda_arc, proj_shader);
-    set_shader(ball_arc, proj_shader);
-
-    set_alt_trackball(tex_proj_trackball);
-    // Display the texture projector frustum
-    RenderRelation *prr = new RenderRelation(tex_proj, proj_geom_node);
-    LightTransition *plt = new LightTransition(LightTransition::all_off());
-    prr->set_transition(plt);
-  }
-}
-
-void event_s(CPT_Event) {
-  static bool projtexspot_mode = false;
-
-  projtexspot_mode = !projtexspot_mode;
-  if (!projtexspot_mode) {
-    // disable the projtex spotlight shader
-    clear_shader(room_arc, spot_shader);
-    clear_shader(panda_arc, spot_shader);
-    clear_shader(ball_arc, spot_shader);
-
-    set_alt_trackball((Node*)0L);
-    remove_child(tex_proj_spot, spot_shaft, RenderRelation::get_class_type());
-  } else {
-    // enable the projtex spotlight shader
-    set_shader(room_arc, spot_shader);
-    set_shader(panda_arc, spot_shader);
-    set_shader(ball_arc, spot_shader);
-
-    set_alt_trackball(tex_spot_trackball);
-    new RenderRelation(tex_proj_spot, spot_shaft, 10);
-  }
-}
-
-void event_d(CPT_Event) {
-  static bool projtex_shadow_mode = false;
-
-  projtex_shadow_mode = !projtex_shadow_mode;
-  if (!projtex_shadow_mode) {
-    // disable projtex shadows
-    clear_shader(room_arc, proj_shadow);
-    set_alt_trackball((Node*)0L);
-  } else {
-    // enable projtex shadows
-    set_shader(room_arc, proj_shadow);
-    set_alt_trackball(tex_spot_trackball);
-  }
-}
-
-void event_h(CPT_Event) {
-  static bool highlight_mode = false;
-
-  highlight_mode = !highlight_mode;
-  if (!highlight_mode) {
-    // disable highlight shader
-    clear_shader(ball_arc, highlight);
-  } else {
-    // enable highlight shader
-    set_shader(ball_arc, highlight);
-  }
-}
-
-void event_e(CPT_Event) {
-  static bool spheretex_mode = false;
-
-  spheretex_mode = !spheretex_mode;
-  if (!spheretex_mode) {
-    // enable spheretex shader
-    clear_shader(ball_arc, spheretex);
-  } else {
-    // disable spheretex shader
-    set_shader(ball_arc, spheretex);
-  }
-}
-
-void event_m(CPT_Event) {
-  static bool sphere_reflect_mode = false;
-
-  sphere_reflect_mode = !sphere_reflect_mode;
-  if (!sphere_reflect_mode) {
-    // disable sphere reflections
-    clear_shader(ball_arc, sreflect);
-  } else {
-    // enable sphere reflections
-    set_shader(ball_arc, sreflect);
-  }
-}
-
-void event_r(CPT_Event) {
-  static bool plane_reflect_mode = false;
-
-  plane_reflect_mode = !plane_reflect_mode;
-  if (!plane_reflect_mode) {
-    // disable planar reflections
-    clear_shader(room_arc, preflect);
-  } else {
-    // enable planar reflections
-    set_shader(room_arc, preflect);
-  }
-}
-
-void event_z(CPT_Event) {
-  set_alt_trackball(ball_slider);
-}
-
-void event_Z(CPT_Event) {
-  follow_ball = !follow_ball;
-  if (follow_ball) {
-    // hide the ball while following it.
-    remove_arc(hide_ball_arc);
-  } else {
-    // reveal the ball when we're done following it
-    hide_ball_arc = new RenderRelation(render, hide_ball);
-  }
-}
-
-void event_o(CPT_Event) {
-  static bool outline_mode = false;
-
-  outline_mode = !outline_mode;
-  if (!outline_mode) {
-    // disable outline shader
-    clear_shader(panda_arc, outline_shader);
-  } else {
-    // enable outline shader
-    set_shader(panda_arc, outline_shader);
-  }
-}
-
-void load_our_models(void) {
-  // load the room
-  PT_Node rroom = loader.load_sync("lfloor.egg");
-  assert(rroom != (Node*)0L);
-  room = new NamedNode("The_room");
-  new RenderRelation(room, rroom);
-  room_arc = new RenderRelation(root, room);
-
-  // load the ball
-  PT_Node rball = loader.load_sync("marble_ball.egg");
-  assert(rball != (Node*)0L);
-  ball = new NamedNode("scaled_ball");
-  PT(RenderRelation) ball_arc1 = new RenderRelation(ball, rball);
-  ball_arc1->set_transition
-    (new TransformTransition(LMatrix4f::scale_mat(0.2)));
-  hide_ball = new NamedNode("hide_ball");
-  ball_arc = new RenderRelation(hide_ball, ball);
-  ball_arc->set_transition
-    (new TransformTransition(LMatrix4f::translate_mat(4., 2., 1.)));
-  hide_ball_arc = new RenderRelation(root, hide_ball);
-
-  // load a camera model to visualize our eyepoint
-  PT_Node rcamera_model = loader.load_sync("camera.egg");
-  assert(rcamera_model != (Node*)0L);
-  camera_model = new NamedNode("camera_model");
-  new RenderRelation(camera_model, rcamera_model);
-  new RenderRelation(cameras, camera_model);
-
-  // load the panda
-  PT_Node pmodel = loader.load_sync("panda-3k.egg");
-  assert(pmodel != (Node*)0L);
-  PT_Node panim = loader.load_sync("panda-walk.egg");
-  assert(panim != (Node*)0L);
-  PT_NamedNode pparent = new NamedNode("panda_parent");
-  new RenderRelation(pparent, pmodel);
-  new RenderRelation(pparent, panim);
-  PT_NamedNode prot = new NamedNode("panda_rot");
-  PT(RenderRelation) p_arc1 = new RenderRelation(prot, pparent);
-  p_arc1->set_transition
-    (new TransformTransition(LMatrix4f::scale_mat(0.35)));
-  panda = new NamedNode("Panda");
-  panda_rot_arc = new RenderRelation(panda, prot);
-  panda_arc = new RenderRelation(root, panda);
-  AnimControlCollection anim_controls;
-  auto_bind(pparent, anim_controls, ~0);
-  anim_controls.loop_all(true);
-
-  // control the ball using a PlanarSlider tform
-  ball_slider = new PlanarSlider("ball_slider");
-  ball_slider->set_transform(LMatrix4f::translate_mat(0., 0., 1.) *
-                             LMatrix4f::scale_mat(7., -7., 1.));
-  ball_slider->set_mouse_pos(LPoint2f(4. / 7., 2. / -7.));
-  Transform2SG* slider2ball = new Transform2SG("slider2ball");
-  slider2ball->set_arc(ball_arc);
-  new RenderRelation(ball_slider, slider2ball);
-  follow_ball = false;
-}
-
-void setup_shaders(void) {
-  // Projected texture shader
-  Texture* tex = TexturePool::load_texture("smiley.rgba");
-  assert(tex != (Texture*)0L);
-  tex_proj = new LensNode("texture_projector");
-  RenderRelation* proj_arc = new RenderRelation(root, tex_proj);
-  tex_proj_trackball = new Trackball("tex_proj_trackball");
-  tex_proj_trackball->set_invert(false);
-  tex_proj_trackball->set_rel_to(cameras);
-  Transform2SG* tball2cam = new Transform2SG("tball2cam");
-  tball2cam->set_arc(proj_arc);
-  new RenderRelation(tex_proj_trackball, tball2cam);
-  LMatrix4f proj_mat;
-  LPoint3f proj_pos = LPoint3f::rfu(2., 3., 8.);
-  LVector3f fwd_vec = proj_pos - LPoint3f::origin();
-  look_at(proj_mat, -fwd_vec);
-  proj_mat.set_row(3, proj_pos);
-  tex_proj_trackball->set_mat(proj_mat);
-  proj_arc->set_transition(new TransformTransition(proj_mat));
-  proj_shader = new ProjtexShader(tex);
-  proj_shader->add_frustum(tex_proj);
-  PT(Geom) proj_geom =
-    tex_proj->get_lens()->make_geometry();
-  proj_geom_node = new GeomNode("proj_geometry");
-  proj_geom_node->add_geom(proj_geom);
-  proj_shader->set_priority(150);
-
-  cerr << "done with projected texture setup" << endl;
-
-  // projected texture spotlight shader
-  tex_proj_spot = new Spotlight("tex_proj_spotlight");
-  PT(Lens) lens = new PerspectiveLens;
-  lens->set_fov(45.0f);
-  lens->set_near(f._fnear);
-  lens->set_far(13.0f);
-  tex_proj_spot->set_lens(lens);
-  RenderRelation* spot_arc = new RenderRelation(root, tex_proj_spot, 10);
-  tex_spot_trackball = new Trackball("tex_spot_trackball");
-  tex_spot_trackball->set_invert(false);
-  tex_spot_trackball->set_rel_to(cameras);
-  tball2cam = new Transform2SG("tball2cam");
-  tball2cam->set_arc(spot_arc);
-  new RenderRelation(tex_spot_trackball, tball2cam);
-  LMatrix4f spot_mat;
-  LPoint3f spot_pos = LPoint3f::rfu(-4., -3., 8.);
-  LVector3f spot_vec = spot_pos - LPoint3f::origin();
-  look_at(spot_mat, -spot_vec);
-  spot_mat.set_row(3, spot_pos);
-  tex_spot_trackball->set_mat(spot_mat);
-  spot_arc->set_transition(new TransformTransition(spot_mat));
-  spot_shader = new SpotlightShader;
-  spot_shader->add_frustum(tex_proj_spot);
-  spot_shaft = tex_proj_spot->make_geometry(0.05, 8., 36);
-  spot_shader->set_priority(150);
-
-  cerr << "done with projected texture spotlight setup" << endl;
-
-  // projected texture shadower
-  proj_shadow = new ProjtexShadower;
-  proj_shadow->add_frustum(tex_proj_spot);
-  proj_shadow->add_caster(panda);
-  proj_shadow->add_caster(ball);
-  proj_shadow->add_caster(camera_model);
-  proj_shadow->set_priority(150);
-
-  cerr << "done with projected texture shadower setup" << endl;
-
-  // sphere texture shader
-  spheretex = new SpheretexShader(tex);
-  spheretex->set_priority(150);
-
-  cerr << "done with sphere texture shader" << endl;
-
-  // sphere texture highlighter
-  highlight = new SpheretexHighlighter;
-  highlight->add_frustum(tex_proj_spot);
-  highlight->set_priority(150);
-
-  cerr << "done with sphere texture highlighter setup" << endl;
-
-  // sphere texture reflector
-  sreflect = new SpheretexReflector;
-  sreflect->add_frustum(tex_proj_spot);
-  sreflect->add_caster(room);
-  sreflect->add_caster(panda);
-  sreflect->add_caster(camera_model);
-  sreflect->set_priority(150);
-
-  cerr << "done with sphere texture reflector setup" << endl;
-
-  // planar reflector
-  Planef p(LVector3f::up(), LPoint3f::origin());
-  PlaneNode* plane_node = new PlaneNode;
-  plane_node->set_plane(p);
-  new RenderRelation(room, plane_node);
-  preflect = new PlanarReflector(plane_node);
-  preflect->add_caster(ball);
-  preflect->add_caster(panda);
-  preflect->add_caster(camera_model);
-  preflect->set_priority(150);
-
-  cerr << "done with planar reflector setup" << endl;
-
-  // outline shader
-  outline_shader = new OutlineShader;
-  outline_shader->set_priority(150);
-
-  cerr << "done with outline shader setup" << endl;
-}
-
-void panda_keys(EventHandler& eh) {
-  new RenderRelation( lights, dlight );
-  have_dlight = true;
-
-  eh.add_hook("p", event_p);   // projected texture shader
-  eh.add_hook("s", event_s);   // projected texture spotlight shader
-  eh.add_hook("d", event_d);   // projected texture shadow shader
-  eh.add_hook("h", event_h);   // fake phong highlight
-  eh.add_hook("e", event_e);   // sphere texture shader
-  eh.add_hook("m", event_m);   // sphere reflection shader
-  eh.add_hook("r", event_r);   // planar reflection shader
-  eh.add_hook("o", event_o);   // outline shader
-
-  eh.add_hook("z", event_z);   // user controls the ball
-  eh.add_hook("Z", event_Z);   // follow the ball around
-
-  load_our_models();
-  setup_shaders();
-}
-
-int main(int argc, char *argv[]) {
-  define_keys = &panda_keys;
-  additional_idle = &panda_idle;
-  extra_overrides_func = &panda_overrides_func;
-  return framework_main(argc, argv);
-}